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Subclass Warlock Archfey Patron

yoonmoonsik edited this page Jul 8, 2026 · 8 revisions

What Is the Archfey Patron?

The Archfey Patron is a Warlock subclass defined by mobility and repositioning. Steps of the Fey at Level 3 is a Misty Step-based system with four variants — teleport and taunt, teleport and terrify, teleport and refresh allies, or teleport and vanish. At Level 6, Misty Escape gives you a reaction teleport plus 2 turns of Invisibility when you take damage, spending a Steps of the Fey charge. At Level 10, Beguiling Defenses grants Charm immunity and a Protection-style damage-reduction Reaction (not a charm-reflection ability as in tabletop 5e).

Class Features

Progression Overview

LEVEL FEATURE
3 Archfey Spells, Steps of the Fey
6 Misty Escape
10 Beguiling Defenses

Level 3 Features

Archfey Spells

Your Patron grants an always-prepared spell list that doesn't count against your Pact Magic limit:

WARLOCK LEVEL SPELLS ADDED
3 Faerie Fire, Sleep, Calm Emotions, Misty Step, Phantasmal Force
5 Blink, Plant Growth
7 Dominate Beast, Greater Invisibility
9 Dominate Person

Steps of the Fey

Your defining Level 3 feature. You gain charges of the MistyStep action resource, powering a choice of four teleportation variants as a Bonus Action. Each variant teleports you to a target location and applies an additional effect.

Steps of the Fey charges scale with Charisma:

CHARISMA SCORE CHARGES PER REST
13 or lower 1
14–15 2
16–17 3
18–19 4
20–21 5
22–23 6
24+ 7

Taunting Step

UseCosts: BonusActionPoint:1;MistyStep:1
SpellProperties: GROUND:TeleportSource()
OriginSpellProperties: GROUND:CreateExplosion(Projectile_TauntingStep)
SpellFlags: HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold
  • Teleport to target location
  • Launch Projectile_TauntingStep from origin point — enemies at the origin who fail a Wisdom save gain GOADING_ATTACK for 2 turns
  • Works across elevation differences

Taunting Step is a hit-and-run control tool. Teleport away from a melee threat, apply Goading Attack from your origin point to lock them onto you, then deal with them on your terms.

Dreadful Step

Using: TauntingStep (base class)
OriginSpellProperties: GROUND:CreateExplosion(Projectile_DreadfulStep)
  • Teleport to target location
  • Launch Projectile_DreadfulStep from origin — enemies who fail the Wisdom save take 2d10 Psychic damage in addition to GOADING_ATTACK

Dreadful Step is the damage variant of Taunting Step. Same teleport, same Wisdom save — but failure now costs 2d10 Psychic as well as the Goading condition. Use this when the taunt isn't enough by itself.

Refreshing Step

SpellProperties: GROUND:TeleportSource();ApplyStatus(REFRESHING_STEP,100,-1);ApplyStatus(SELF,REFRESHING_STEP,100,-1)
AreaRadius: 3 (allies in 3m of destination)
AoEConditions: Ally()
  • Teleport to target location
  • Apply REFRESHING_STEP to yourself and all allies within 3 meters of your destination
  • Duration: Indefinite (until removed)

Refreshing Step is a support-oriented teleport. Position yourself near your party and apply a beneficial status to everyone in range as part of the movement. No action cost beyond the Bonus Action and one MistyStep charge.

Disappearing Step

Using: RefreshingStep (base class)
SpellProperties: GROUND:TeleportSource();ApplyStatus(SELF,INVISIBILITY,100,2)
  • Teleport to target location
  • Apply INVISIBILITY to yourself for 2 turns
  • No AoE effect — self only

Disappearing Step is your escape hatch. Teleport to safety and vanish for 2 turns. Enemies lose track of you immediately. Use it when you need to reset a bad position or buy time for a critical spell.

Level 6 Features

Misty Escape

Archfey_6_MistyEscape — a reaction interrupt that triggers when you take damage.

  • Trigger: You take damage from any source
  • Cost: Reaction and 1 Steps of the Fey (MistyStep) charge — it draws from the same pool as your Level 3 teleports, not a separate free resource
  • Effect: Immediately teleport up to 60 feet to an unoccupied space you can see, and gain the Invisible condition for 2 turns

Misty Escape turns incoming damage into a repositioning opportunity. The moment you're hit, you can be somewhere else — before the rest of the attack sequence resolves — and briefly invisible on top of that. Since it spends a Steps of the Fey charge, using it aggressively competes with your Bonus Action teleports for the same limited pool.

Level 10 Features

Beguiling Defenses

Archfey_10_BeguilingDefenses with hidden resource BeguilingDefenses (MaxValue: 1, Rest replenishment).

  • Passive: You are immune to the Charmed condition
  • Active: Unlike tabletop 5e (which lets you charm back a creature whose charm attempt on you fails), this mod implements the active half of Beguiling Defenses as a Protection-style damage-reduction Reaction when you're hit by an attack — the same interrupt (Interrupt_BeguilingDefenses) that applies BEGUILING_DEFENSES_REDUCE_DAMAGE and INTERRUPT_FIGHTINGSTYLE_PROTECTION. You can trigger it by spending a spell slot, or once per rest for free using the BeguilingDefenses charge (Interrupt_BeguilingDefenses_Free).
ActionResource: BeguilingDefenses
MaxValue: 1
ReplenishType: Rest
IsHidden: True

Beguiling Defenses gives you complete immunity to the condition your patron is most associated with. Its active component, however, isn't a charm-reflection tool in this mod — it's a Protection Fighting Style-like reaction that softens an incoming hit, usable for free once per rest or repeatedly at the cost of a spell slot.

Playstyle Notes

The Archfey Patron is a mobile controller that fights through positioning, charm immunity, and the constant threat of disappearing.

Your combat identity:

  1. Steps of the Fey — every Bonus Action is a teleport with a combat effect; choose your variant based on the fight
  2. Taunting/Dreadful Step — when you need to lock an enemy down or deal psychic damage from your origin point
  3. Refreshing Step — when your party is clustered, teleport into them and buff everyone
  4. Disappearing Step — when you need to vanish, this is your instant exit
  5. Misty Escape — when you take a hit, teleport away before the next one
  6. Beguiling Defenses — immune to Charm; once per rest free (or via spell slot), reduce incoming attack damage as a Reaction

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